- Diverse Characters: Meet heroes such as the Fox - a master archer, the Bear - a powerful shaman, the Wolf - a fearless knight, and the Cat - a mysterious wizard. Each character offers unique abilities that can turn the tide of battle in your favor.
- Strategic Turn-Based Battles: Face off against your opponent on a hex-based board, where every move counts. Utilize terrain, plan your moves and attacks carefully to outsmart your enemy.
- Variety of Professions: Your army consists of many unique units, mage, healer, warrior, archer, ax-wielding warrior, hoplite, scout and more. Each unit brings diverse tactics and strategies to the game.
- Medieval World: Immerse yourself in a richly realized world inspired by medieval themes, full of castles, forests, and ancient ruins. Beautiful graphics and detailed character animations make each match a visual delight.
- Two-Player Mode: Challenge friends and foes in exciting PvP battles. Each game is different thanks to the variety of strategies and playstyles.
Enter the world of Fur and Void today and become a legend!
\nToday is a special moment for us.\n\nAfter months of development, testing, feedback, and countless improvements shaped directly by the community, Fur and Void is officially leaving Early Access and entering full release.\n\nThis milestone wouldnt be possible without everyone who played, reported bugs, shared ideas, and believed in the project while it was still evolving. Your feedback helped shape core systems, balance, visuals, and the overall direction of the game.\n\nThis release is not the end - its the beginning of the next chapter. Well continue refining the experience, adding content, and supporting the game going forward.\n\nThank you for being part of this journey. See you on the battlefield.\n\n\nNew Features\n
- \n
- Added new scrollbars to the interface\n
- Added new UI frames\n
- Added background graphics for items in match history\n
- Added a new visual effect for the mages projectile\n
- F6 now hides the entire game UI (can be toggled back on)\n
- Added a dark background to the Click Play to start the replay text to improve readability on snowy maps\n
- Added an auto-assign button for experience point distribution\n
- Added tips to the loading screen\n
- Added an option to disable the Your turn banner in user settings\n
- \n
- Improved the look and behavior of various UI elements (text centering and positioning)\n
- Improved item removal from units and presets after recycling\n
- Scouts and Riders now correctly move toward the center of the map when all other units have been destroyed\n
- Unified the movement icon in pickup descriptions\n
- Morale bar now shows the bonus effect on hover\n
- Unified all stat descriptions (no trailing periods)\n
- All user setting names are now capitalized\n
- The hourglass icon is now grayed out during the enemys turn\n
- Scroll position in the singleplayer collection is now preserved\n
- Updated skill descriptions after reaching level 12\n
- Improved bot speed slider responsiveness (no more lag)\n
- \n
- Removed a redundant achievement unlock call in Mission 1-4\n
- Fixed empty lines in the gameplay logger\n
- Fixed duplicated Back buttons in figure details\n
- Fixed an issue where pickups remained invisible after a unit died from a fireball\n
- Fixed a typo in tactics descriptions\n
- Fixed a client crash when selecting a unit too quickly after moving\n
- Fixed a client crash when creating a unit queue\n
- Removed unnecessary debug logs\n
- Fixed initialization of dead units in the replay view\n
- Fixed the HP tooltip shown on hover\n
- Replaced the beaver operating the trebuchet with a new one (the previous one kept chewing on the equipment)\n
[img src=\"https://clan.fastly.steamstatic.com/images//45057737/5d2e65a170225ffba53c18717771ab33a31703d7.png\"][/img]\n
New Features
Added new models for units in singleplayer mode
[/*]Added dialogues to the demo campaign
[/*]Added display of the current mission in the server logs
[/*]Added a hint in replays suggesting to click Play to start playback
[/*]Units now play a sound when opening their card details
[/*]Added unit highlighting on mouse hover
[/*]Added a redirect page for replay links
[/*]Added an informational popup in the demo version
[/*]Added display of the game version number
[/*]Introduced a more winter-themed terrain appearance on winter maps
[/*]
Improvements
Refreshed the board environment it now looks more polished
[/*]Removed pixelated rocks from underwater areas
[/*]Changed the scouts sound effect
[/*]Moved the Skip button in dialogues to a more intuitive location
[/*]Updated character graphics in the mission
[/*]Updated the star icon on the status bar
[/*]Improved UI visuals (minor graphic tweaks)
[/*]Improved item display in match history
[/*]Enhanced the system for automatically launching the tutorial and demo campaigns
[/*]Increased the waiting time in singleplayer
[/*]Improved the functionality of the Escape key in singleplayer mode
[/*]Allowed placing units on tiles containing pickups
[/*]Blocked the ability to sacrifice figures that are currently participating in ladder challenges
[/*]Blocked access to the collection in the demo version
[/*]Improved button layout in the replay interface
[/*]Reworked galaxy images in the campaign selection menu
[/*]Highlighting units in the list when hovered
[/*]
Bug Fixes
Fixed a server-side crash in singleplayer
[/*]Fixed a crash in demo clients when joining a singleplayer game
[/*]Fixed a crash caused by clientserver desynchronization
[/*]Fixed desynchronization issues in replay mode
[/*]Fixed a reset bug that incorrectly changed board state
[/*]Fixed updating of the pause button text after replay restart
[/*]Fixed the bug with transparent pickups
[/*]Fixed a crash related to initialization in singleplayer mode
[/*]Fixed a replay crash that could occur when launched from a link
[/*]Fixed a crash when loading the map in mission view
[/*]Fixed a crash during player validation with high network latency
[/*]Fixed incorrect text on the replay speed button
[/*]Fixed display of level icons in the experience screen
[/*]Fixed display of emotes
[/*]Fixed errors in the names and descriptions of tutorial campaign missions (dashes, colons)
[/*]Fixed incorrect indentations in spectator logs
[/*]Fixed incorrect initialization of the current player button in spectate mode
[/*]Fixed disappearing planet in mission view
[/*]Fixed pickups remaining visible after the game ended
[/*]Fixed the bug that allowed pickups to spawn on top of each other
[/*]Fixed an issue where the intro continued playing in the background after being skipped quickly
[/*]Fixed incorrect initial camera positioning in mid-campaign missions
[/*]Fixed the mission name in the demo version
[/*]Fixed display of Frages position in the last demo mission (now updates each turn)
[/*]Fixed ladder data validation, which could incorrectly reject players
[/*]Fixed replay speed button functionality
[/*]Fixed the bug where level-up icons failed to appear in the UI
[/*]Fixed long loading times for replays or maps
[/*]Fixed trebuchet animation
[/*]Fixed figures appearing on pickups
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45057737/35e32476587586228f09b190158709e570301402.png\"][/img]
New Features
Added confirmation for unit recycling.\nThe campaign screen now automatically launches on the first startup of the game in single-player mode.\nIntroduced a feature for watching multiplayer match replays.\n\n\n
Improvements
HP, MP, RAN, SIG, and MOV stats in unit details are now displayed as whole numbers.\nImproved color coding of stats in unit details.\nFixed incorrect coloring of zero-value stats in unit details.\nThe Campaign button in single-player mode is now larger and has a new tint.\nUnified fonts in the unit description.\nChanged the color of the separator in the options menu.\nAdjusted text formatting during experience distribution.\nLowered the introductory text window in the campaign.\nHidden the promotion symbol in the tutorial campaign.\nAdded missing descriptions for certain stats.\nUnit promotion details are now displayed after clicking a button and are separated by dividers.\nUnit stats are now shown when hovering over a unit in the pre-game unit selection menu.\nThe unit bar has been reduced in size, moved closer to the unit, and made clickable for selection.\nAn icon now appears during experience distribution to indicate a unit promotion.\nIn the main menu, the Collection and Cards buttons are now highlighted if unit promotions are available.\nAdjusted pickup placement logic in single-player mode - fewer duplicates.\nDeck modification is now disabled in Tower and Survival modes.\n\n\n
Bug Fixes
Fixed a bug causing weapons to sometimes remain yellow.\nFixed an issue with the Skulk ability.\nFixed Leap not working when targeting the center of the board.\nFixed AI not moving certain units in extreme edge cases.\nVoid Arrow can now steal mana from your own units as well.\nFixed a bug where a dying unit whose death revealed fog of war would not play the correct death animation.\nFixed Berserker attack animations.\nFixed dialogue crashes.\nFixed incorrect visual effects of abilities in the board center.\nFixed incorrect level display in single-player mode.\nImproved experience calculation during distribution.\nFixed a bug causing cards to appear grayed out during unit recycling.\nFixed a crash related to card recycling.\nThe Quit and Surrender options now count the game as lost when applicable - otherwise, they simply end the game.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45057737/00345d3c8226e4123884a6c80cf7817260388d09.png\"][/img]New Features:\nRefreshed game HUD\nRebuilt unit stats screen - stats now displayed in a BASE / EQUIP / SKILL table\nAdded a button in the HUD to reset camera position\nIntroduced a muscle mass growth mechanic that scales with card level\nAdded recycling of cards and items in exchange for experience\nAdded timers in singleplayer mode\n\nImprovements:\nNormalized the size of the Scout model\nRenamed campaign branches to format: 2-v, 3-v, 2-m, 3-m\nChanged the water model in the ice variant\nChanged the stone-variant water model to lava\nUnified mountain heights across all terrain types\nFigurine outlines always visible - thinner when unobstructed\nTutorial now uses a thicker outline to highlight elements\nUnits with zero attack can no longer perform attack actions\nUpgrade levels for attack (and similar stats) now show exact bonus values\nImproved AI behavior for Rider and Scout units\nClicking on an enemy or own unit during the enemys turn now shows their shooting range contour\nEquip/Skill bonuses in the stats table are color-highlighted if non-zero\nLess transparent tile highlights on ice maps\nESC menu - changed buttons order\nImproved camera perspective for spectators\nAnimations: starting a new one cancels the previous\nReformatted duration display in battle history\nAdjusted campaign difficulty for campaigns 1, 2 (Normal), and 3\nLast tutorial mission slightly simplified\n\nBug Fixes:\nFixed crash when removing a banner from a figurine\nFixed crash when entering a map (rare case)\nFixed login server crash when a player quit the game\nFixed flickering models during level loading\nFixed issue with loading screen staying too long when loading a map\nFixed being kicked from the game when upgrading a card too quickly\nFixed crash caused by invalid collection\nFixed invisibility (Skulk) behavior:\nUnits revealed when colliding with another unit\nUnits revealed by area spells\nBuffs correctly apply to revealed units\nInvisible units no longer trigger ZoC\nSleep ability no longer decloaks Granger\nFixed ability to cast spells on invisible units\nFixed incorrect highlighting in the tutorial\nFixed bug allowing attacks without enough movement points\nFixed bug where Rider could perform two attacks in one turn\nFixed animation bug using a pickup followed by immediate move/attack played the wrong animation\nAdded Miss message when attacking Slinger with a failed hit\nRemoved damage indicators and status bars for invisible units (revealed their position)\nFixed proper return to inventory after applying a preset\nFixed card collection updates in singleplayer between missions\nFixed XP distribution in both single and multiplayer\nItem sorting in presets now works correctly\nFixed functionality of Surrender and Draw buttons\nFixed visibility of spectators and updating the list when joining/leaving\nFixed bug where units could be seen inside the fog of war\nMission T-2: fixed spacing in mission name\nMission T-5: fixed typo\nMission 2-2: one of the objectives displayed immediately\nMission 2-5: removed dash from description\nMission 3-1: added popup with player instructions\nMission 3-2-v: fixed missing mission objectives\nMission 3-5: Hage appears earlier\nMission 3-6: fixed random teleportation of Frage; his death now kills all enemy units\nFixed incorrect display of morale icon\nRemoved win-streak-based morale mechanic
New features
Added Campaign 3
Introduced global ranking in the avatar view
Added new Steam achievements
Added option to change AI move speed
Integrated Discord Rich Presence
Improvements
Added a map variant without the turtle
Improved Rider AI
Updated damage ability logic - units now use fireballs more often
Improved water model across all environments
Replaced grass model in meadow biomes
Refined terrain roughness to reduce excessive light reflection
Added outline effects for hidden objects
Fixed lighting on hills
Removed lubricant from the trebuchet mechanism so it now makes sound when moving
Added post-processing filters - updated look for tiles and figurines
Enhanced tile highlights - now more visually consistent with the game's style
Automatic text formatting fixes in dialogues
Minor UI and sound tweaks
Fixed bugs
Fixed a crash when skipping the intro too quickly
Fixed ladder mode map bug
Fixed numerous animation issues
Resolved multiple game crash issues

The game is in a highly advanced state and fully playable. It currently offers:
1. A tutorial
2. Two story-driven campaigns
3. A hero and unit progression system
4. An item acquisition system
5. A multiplayer mode for multiple players
6. Throughout the game, players will encounter 4 hero classes and 12 unit types.

Additionally, the game includes various mechanics designed to enhance the gameplay experience.
The planned full release will feature a third campaign, visual improvements to the gameplay screen, effects, units, and more. It will also include a tournament system.
We also plan to introduce player-generated content such as new maps and campaigns.
The game is at a very advanced stage of development.
Currently, it offers 4 playable hero classes and 12 units that can be acquired in-game. This represents 100% of the planned base game unit content. Additional heroes and units are planned for future DLCs with new campaigns.
Heroes have an equipment system and can wear a helmet, armor, boots, sword, shield, necklace, and ring, while units can carry banners. These mechanics are also 100% complete according to the original plan.
Heroes can progress from level 1 to level 12. With each level-up, they can upgrade one of several available abilities. Each hero can select up to 4 abilities to develop in basic, advanced, and expert tiers. Available upgrades differ depending on the hero class. This system is fully implemented (100%).

Units can level up to level 20 or level 25, depending on the unit type, each of which has its own unique upgrade path. This mechanic is also fully completed.
Every hero and unit has unique abilities. This feature is 80% complete. We plan to make adjustments some units may receive new abilities, and some current abilities may be buffed or nerfed. Balancing this system is one of our main current focuses.
The single-player portion of the game is 75% complete the final campaign of the base game is still in development. In addition, we are currently working on balancing the multiplayer mode.
Multiplayer allows players to earn rankings.
We also plan to improve the games visuals by refining the HUD, UX, UI, and graphical elements.
Minimum Setup
- OS: Ubuntu 20.04 LTS / SteamOS 3.0
- Processor: Intel Core i5-8400 / AMD Ryzen 5 1600Memory: 8 MB RAM
- Memory: 8 MB RAM
- Graphics: NVIDIA GTX 1060 (sterowniki proprietary) / AMD RX 580 (Mesa 22+)Network: Broadband Internet connection
- Storage: 3 GB available space
Recommended Setup
- OS: Ubuntu 22.04 LTS / SteamOS 3.0
- Processor: Intel Core i5-11400 / AMD Ryzen 5 5600XMemory: 16 GB RAM
- Graphics: NVIDIA RTX 2060 (sterownik 535+) / AMD RX 6600 (Mesa 23+)Network: Broadband Internet connection
- Storage: 3 GB available space
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